So we get a system that is designed around using shears, keys and maybe even true hearts to avoid mechanics that were made purposely convoluted to support this. They want to turn "easy buttons" into "tolerable buttons" to expand the customer base on these things.
I don't live in EE. I don't mind once in awhile playing off-destinies, either to get to a specific Destiny or Tiered Twist or just to experiment. I'll just play EN or EH depending.
But I don't like that if I join a PuG for EE and I play in a preferred destiny that is capped, I get no xp towards gaining fate points. Most of the twists that come from off-destinies are low level tiers as well. The higher tiered ones come from destinies I actually enjoyed playing.
As to not wanting players to be able to pass through destinies, the only reason I never see that ability happening is that they sell an item that's allows one to do just that. Otherwise it's, IMO, a rather pointless exercise in following a rather arbitrarily (well not so arbitrary if you look closely to how it's set up to get players to want to buy those keys) set path from one destiny to another.
Simple example: Wizard who wants to stay in magister and twist in energy burst, endless faith & +1 int. This requires 15 fate points.
Under the current system, getting 15 fate points means taking every destiny to 4 with your primary destiny capped. Since you have to take every destiny to 4 anyway, there is literally zero incentive to buy keys of fate from the store. Why buy a key to hop from fatesinger to shadowdancer when you have to take fatesinger to 4 anyway?
If fate point xp is divorced from destiny levels, now the player has 2 choices:
1) Level draconic to 4+ for energy burst, fatesinger to 4, shadowdancer to 3, flowers to 4, unyielding to 3, exalted to 1+ for endless faith. You have now unlocked burst and int from draconic and endless faith from exalted so you can switch back to magister to level up your fate points. Eventually you'll have enough fate points to slot in the twists you've manually unlocked without spending anything in the store. However, this free path means you need to grind out around 2 million xp in off destinies.
2) Level draconic to 4+ for energy burst, jump to fatesinger, now buy and use four keys of destiny to hop straight to exalted angel where you can level up just enough to unlock endless faith, then switch back to magister to finish grinding your fate points. You got to skip 2 million off-destiny xp for the price of four keys of destiny.
There is no downside here. The players get a more sensible and fun system, while Turbine gets a much better store item in that people would actually have incentive to buy keys where now there is almost no incentive.
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Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.
Anyway obviously there's nothing mutually exclusive about A and B you're just making up what we call an "arbitrary distinction" and ignoring all the other points I brought up based on it.
End game is where you run your mostly finished character, tweak it and polish it with gear, and end game loot is hard to obtain, rare and powerful to make you motivated to keep replaying the game to obtain it. But it's also where you get to ENJOY your (hopefully) powerful build, and find out it's foibles and/or down sides etc. Really lots of things including achievements and self challenges, whole guild self challenges (faster, naked, all Caster). There's obviously no exclusionary relationship in A) and B). It is in fact how thousands of MMO's (and games of all sorts) entice people (people who want to be enticed) into continuing to play and group with friends and guilds and have fun despite the fact that their characters are mostly finished. No doubt about it it's a hamster wheel, but if the game is fun, then it's a hamster wheel THAT'S FUN that people WANT TO BE ENTICED TO PLAY with carrots like powerful and "best" loot.
It's a game theory device generally called a "skinners box" after the behavioral experiment of the same name. and if you'd like to learn more about it or educate yourself on such things, I recommend gamasutra.com. Otherwise the rest of us are just going to go back to taking these facts for granted and you can continue to stubbornly refuse to admit what everyone else including whole industries and game design philosophies know to be true. Not going to keep going round and round on this. The sky is indeed blue and the earth is indeed spherical, and people indeed keep playing MMO's over and over when there's cool loot to obtain despite the fact that their characters are mostly finished, and indeed many of them WANT TO DO THIS.
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